In France in AD 856 a black hound was said to materialize in a church even though the doors were shut. The church grew dark as it padded up and down the aisle as if looking for someone. The dog then vanished as suddenly as it had appeared. On mainland Normandy the Rongeur d'Os wanders the streets of Bayeux on winter nights as a phantom dog, gnawing on bones and dragging chains along with it. In Lower Brittany there are stories of a ghost ship crewed by the souls of criminals with hellhounds set to guard them and inflict on them a thousand tortures.
As apex predators which are well-adapted to the harsh conditions after the Great War, Hellhounds are considered by many to be one of the most dangerous creatures in the wastelands. Further testimony to the hellhounds' fearsome reputation is how SteelHooves and Calamity were astounded by Littlepip's and Velvet Remedy's ignorance of their prowess.
After the war, the vast majority of diamond dogs instinctively returned to Splendid Valley, only to suffer from the radioactive fallout and be mutated into the modern hellhounds. Due to Equestria's treatment of diamond dogs as second-class citizens during the war, hellhounds maintain a high degree of animosity and hatred towards ponykind, and typically kill ponies on sight.
By the time of Littlepip's appearance, hellhounds have an established reputation as deadly monsters, feared by raiders, slavers, pegasi and even alicorns. Littlepip first hears about hellhounds in chapter 7 where it was mentioned that a single hellhound slaughtered two wagons-full of slaves and slavers. Also, DJ Pon3 repeatedly warns wastelanders about the threat they pose. Littlepip finally faces one in an abandoned power-station where it, despite being injured previously, nearly killed both Velvet and her.
During the course of Littlepip's journey, many hellhounds living under Splendid Valley were killed when Littlepip detonated a Balefire Bomb under Maripony that killed the Goddess. The survivors took refuge in the Everfree Forest, where they were harassed by Red Eye's Army and the Enclave pegasi. A large number of hellhounds were captured by Enclave and had mind control devices placed on their heads, forcing them into servitude using sonic technology, and this did not end until Littlepip's eventual victory over the Enclave.
After the end of the Wasteland Conflict and the establishment of the New Canterlot Republic, a small number of hellhounds decided to join the NCR in hopes of restoring civilization to the Wasteland once again. The vast majority, however, remained detached and independent, still harboring animosity for the countless atrocities committed against their people by pony-kind.
In the Hoofington region, a group of diamond dogs survived the war and continued to procreate, living near the pony settlement of Project Horizons and calling themselves Sand Dogs. Their cybernetic limbs prevented them from becoming hellhounds, which Rover, their leader, described as staying sane. The Hoofington Sand Dogs seem to have a good relationship with their mutated brethren and are trying to help protect them from the Enclave who are experimenting/abducting them.
A species of hellhounds known as Hexhounds are native to the Buckston region. They are not as physically strong or imposing as their hellhound cousins but make up for it with their unique brand of magic. A large population of Hexhounds can be found near Buckston's coastline.
Hellhounds are weak to certain soundwaves. When exposed, they will feel extreme pain and exhibit high degrees of aggressiveness until the source of the high pitched sound is destroyed. The Grand Pegasi Enclave have used ultra-sonic sound generators to heighten the aggressiveness of hellhounds; one such experiment ended in the death of a pegasi research team in Old Olneigh.
Hellhounds are monsters that are often given as a Slayer task to mid-to-high level players. Hellhounds are an excellent source of hard clue scrolls, as they drop them more frequently than other monsters. If players are on a hellhound task and they want to make some money off it, they could choose to kill Vet'ion as his Skeleton Hellhound and Greater Skeleton Hellhound spawns will count towards the task and the player may also receive some generous drops from the boss. Killing Cerberus also counts towards a hellhound task. Revenant hellhounds, Bouncer, Bouncer's ghost, and the Skeleton Hellhound from In Search of the Myreque don't count towards a hellhound task.
As they only attack with Melee, Protect from Melee can be used to nullify their attacks. The most effective yet AFK-able way to use this strategy is at the Catacombs of Kourend, as the area is a multi-combat zone. Players who have completed at least easy tasks of the Ardougne Diary can teleport to Kandarin Monastery to recharge Prayer points, and teleport back via Xeric's talisman's Xeric's Heart option (requires full completion of Architectural Alliance) or the Kourend Castle Teleport spell (requires 69 Magic and reading Transportation incantations to unlock the spell). Alternatively, a player-owned house altar and Kourend portal may be used. Bring prayer-boosting armour such as the Proselyte armour for longer trips and some food just in case you run out of Prayer points and get hit by the hellhounds. Prayer "flicking" can dramatically reduce the cost of fighting them; however, this requires close attention and food to correct mistakes. Taking advantage of the Guthan's healing set effect is also an effective strategy for longer trips.
Since they occupy a large space of 2-by-2 squares, hellhounds can easily be safespotted in Taverley Dungeon on rocks and columns, or in the Witchaven Dungeon. In the Karuulm Slayer Dungeon, they can be safespotted with range at the entrance by staying against the north wall and luring the two northern spawn Hellhounds towards the entrance. They may also be safespotted in the Kourend dungeon by ranging them from the south of the room, using the corner of the entry hallway to block. Also it is possible to safespot them from the south in the Kourend Catacombs from the north exit, drag them along the wall and safespot them from the furthest tile in the corridor to the brutal dragons. It is also possible to safespot Hellhounds in the Wilderness Slayer dungeon by running to the gap in the stalagmites on the eastern wall in level 17 Wilderness. Get the closest Hellhound to the north from that spot to be aggressive towards you and use it to block others from attacking until the aggression timer is up, after which then safespot can be used freely.
Players hunting hard clue scrolls can kill hellhounds located east of the Deserted Keep while wearing a ring of wealth (i). This doubles the drop rate of clue scrolls from hellhounds, from 1/64 to 1/32.
The user is or has the ability to take on the form of a hellhound, a supernatural canine connected to the underworld/Hell and/or considered an omen of death. Features that have been attributed to hellhounds include black fur, scales, glowing red or sometimes yellow eyes, super strength and/or speed, ghostly or phantom characteristics, foul odor, and sometimes even the ability to speak.
Legend says that if someone is to stare into the eyes of a hellhound three times or more, that person will definitely die; seeing or hearing it howl may also be either an omen of death or even a cause of death. In cultures that associate afterlife with fire, hellhounds may have fire-based abilities and appearance. They are often assigned to guard the entrances to the world of the dead, such as graveyards and burial grounds, or may undertake other duties related to the afterlife or the supernatural, such as hunting lost souls or guarding a supernatural treasure.
Right after God said 'let there be light.' He made a whole bunch of things. Posies, koalas, hellhounds. He wanted the Creator's best friend, but the hounds were too vicious. So He planned on having them put down, until along came our favorite fallen angel. He rescued one of the hounds, a pregnant bitch named Ramsey.
People who have made a deal with the crossroads demon are pursued and attacked by hellhounds. It kills two, but leaves the last alone when Dean makes a deal with the demon to trade the man's life for the demon's freedom.
Meg appears with hellhounds who attack on her command. After fatally injuring Jo, she and Ellen kill the hellhounds using bombs containing Salt and Iron nails. One is also apparently killed by Dean with the Colt though it is unclear.
Demons track Crowley and send a hellhound after him. Dean tries desperately to hold the hound off, when suddenly Crowley reappears with his own, apparently much bigger hellhound. They escape while the hellhounds fight it out.
When Gunner Lawless kills Duke, it causes hellhounds to be released to collect his soul. While Sam and Dean try to give him weapons to defend himself, he refuses, telling them he deserves what he has coming for the lives he took and tells Sam and Dean to get out of there. As Sam and Dean flee, Gunner stares down the door as it breaks open and a hellhound comes charging at him.
Realizing they are dealing with a hellhound, Sam and Dean go to speak with Gwen, Ramsey is able to sneak into the house and when Gwen throws the Winchesters out of her home, she soon watches invisible claws gouge the floor, and screams as Ramsey barks and snarls at her, chasing her from the room. She tries to barricade herself in another room, but Ramsey barges in and pins her to the floor, clawing beside her head as she screams. Sam and Dean hear Gwen's screams and enter, shooting at Ramsey. Dean hits her, causing Ramsey to yelp in pain, and jump through the window making her escape. Explaining that she was attacked by a hellhound, Sam and Dean place a call to Crowley telling him that one of his hellhounds has gone rogue. Crowely learns that Ramsey has escaped, and orders the kennel guards killed before teleporting to Sam and Dean's location. He explains to Sam and Dean the origins of hellhounds and how Ramsey was the last surviving hellhound when God saw them to be to vicious. 041b061a72